#virtual-reality
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@dire kayakdoes it make any difference if you connect it via cable?
I'm experiencing really bad performance already inside the Oculus Home using either air link or cable as soon as the Unreal Editor is open. Not sure if this relates? Very new to Unreal/VR Development
Which hololens 2 version should I buy for unreal
Has anyone had a problem where the screen brightness is way up when your app is running?
It's like the gamma is way off or something, everything much lighter than it should be, lots of banding in dark areas.
Somehow (and I didn't even know this was a thing you could do) it's even causing the Quest menus to be brighter, which made me think it's config rather than the lighting in the level but I can't find any settings that relate to it.
@shadow forgeyou may have a postprocessing volume with auto exposure activated?
I've made an UE5.1 project with the VR template and built a new level, whenever I try to teleport now the engine stops with assertion failed error. It still works when I play the template level, so I'm trying to figure out what I'm missing. Could it be that my NavMesh isnt build properly? It's not filled green like in the template level
@ashen pelicancan you drag the navmesh a bit up. You should see the green. Press P.
Thanks for the reply. I've tried a few positions, but its never filled. Maybe this perspective helps
Press P on the keyboard
See if it shows up
Usually it needs to be higher above the floor
Pressing P only shows this thin, dark green outline you see in both pictures
You may need to delete the nav mesh proxy in the world outliner and let the navmesh volume create it again
Ive deleted and recreated these two multiple times if that is what you mean. Sorry I'm new to Unreal
@ashen pelicanone reason the navmesh doesn't show up is that your floor doesn't have any collisions
can you try to make a floor out of a stretched cube from the editor and see if the navmesh appears on it?
It does, but looks the same. So maybe it is working and the problem lies elsewhere?
These are the Collision settings for all my floors
@ashen pelicanit looks strange as the outline is there but it doesn't show the green fill
I wonder if it is just a visualization problem
Is there a way to add geometry as a NavMesh and not use the generated one by the volume?
I have no PP volumes, and auto exposure is disabled. I don't think it could be exposure though as it's brightening the Oculus menu as well as the game.
Do you have "Draw Filled Polys" set to true on the navmesh actor?
Yes, thank you for jumping in. I've also found this forum post about this issue but the solutions didnt work for me so far https://forums.unrealengine.com/t/ue4-22-2-navmesh-dont-show-up-solved/127191/4
Assertion failed: IsCompleteBinding(Shader->ResourceCounts.NumCBs, BoundCBVMask) [File:D:\build++UE5\Sync\Engine\Source\Runtime\D3D12RHI\Private\D3D12RayTracing.cpp] [Line: 5091]
This is the error that I get
Just a crapshoot, but a few ideas based on the assertion.
(1) Since the assertion is failing inside the DX12 code you might make sure your video card drivers are up to date.
(2) You could try switching to the DX11 renderer (in project settings).
(3) You could try turning off ray tracing (also in project settings).
Hey guys, i'm pretty new to VR in unreal. I have a little problem with Quixel texture after packaging project in .APK for Quest 2. Close distance texture look like big pixel in circle around me, long distance one look fine. i Find out that the isssue seems to come from tilling or quixel base material, when i m using same texture but in a simple material with base color and normal the issues disappear but there is high repetition pattern and when i add MF_tiling or Texturecoordinate node the issue comeback.
Do you have any idea on how to solve this ?
have a good day.
I wish i could send you screenshot but its only happening on Quest and not in the viewport
got it
Hi everyone, I'm having an issue with the lights. The shadows aren't working correctly despite the builds. Image 1 is in "production" render and the other is in "android vulkan" preview. I don't really understand where the problem could be coming from. Note that the lights haven't been modified except for the color temperature.
perhaps its your expectations that it will look the same is the problem
I would like to stay with static light and use IES. I need to have very accurate shadows as we can see with movable lights.
I suggest you use non-scaled static meshes with a mid/high lightmap resolution then. You can use the lightmap density optimization view mode to determine where you need to crank it up
Ok i will try this! Thx 🙏
Any workarounds for "Set world to meters" node for not working in editor runtime?
using openxr and index
@chilly pasture did you ever figure this out? trying to get niagara sprites to show up in passthrough
Nope, Transparent shader does not work, we are still going back and forth with Oculus to debug this, let me know if you know what to do about.
I have to ask but isn't there a premade "virtual" VR headset software, plugin or component that lets me debug without that insufferable vr preview?
Having to put the headset on every time I want to test something is driving me nuts!
welcome to the world of VR development
I remember in Unity there was a VR stand-in, but it never worked properly for me. Not to mention you couldn't test much with it wrt interactivity
I guess I can make a pawn that can be controlled by different controllers at the same time.
The problem is there are so many VR specific engine bugs.
I just started but I already discovered that Lumen bounce lightning doesn't update fast enough inside the headset and everything in an anim blueprint that uses velocity doesn't work.
Yeah, I remember testing a feature and it was working pretty well, and then my 1.95m colleague tested it and it just totally bugged out for him because of his height 😅
What VR headset are you targetting?
Oh that bug, I just eyeball it and move the player start into the floor.
It was a gaze system for NPCs, for me it wasn't a problem because we were the same height, but for him they broke their necks looking at him when he got too close
Quest2, but I'm using the OpenXR runtime with SteamVR/Virtual Desktop
Alright, I'm not familiar with Meta headsets but keep in mind you might encounter some API incompatibilities if you would switch to say Meta AirLink, though OpenXR was designed to alleviate those issues
I've tried it for an hour or so with airlink, that's even unusable with finished and optimized games. It's even more unstable than UE5.1
Well it was several hours tbh...
Did you get the lookat node working? Because that's bugged in a way where only in VR the interpolation time is always effectively zero.
Figure it needs a velocity attribute on the target which isn't there.
Ironically the headset uses imus to implement tracking but that data isn't available to the engine.
I can't remember a specific issue wrt that
Most, if not all, headsets are quite locked down in regards to tracking
And it's a shame because if there was an option to send the raw sensor data you'd have a full desktop system available to do the sensor fusion faster, more accurate, etc...
But anyway that would require open software to do that so unless you work for a HMD manufacturer you probably also don't know how.
Yep haha, we're interested in it for VR shared space colocation, if we could somehow match the tracking data between two headsets
Meta published a video if it recently, but I don't think it's been released yet
Oh they've made the video private haha
What I have found out is you can get they Quest2 to output the Video feed to the host. (It's in one of the menus)
I want to eventually use that to track ArUco Markers (There's a native plugin) and infer absolute positioning.
So if it's possible to get some sort of reference position might help wouldn't it?
I'm sorry what? I haven't heard that one before
Ah yes, but I'm not sure if you can get the passthrough feed to the host
Unfortunately when only using the cable the headset can't find my PC, performance is just as bad if I connect the headset via a cable (through a USB 3 port). This really has me stumped. A couple of times if I played right after loading the project up, it would run smooth, but the moment I left the preview the performance tanked instantly.
I'm having a similar issue, does the issue disappear if you put the headset on again?
Unfortunately not
I might have misinterpreted something, I'll look.
The engine also crashed with this message:
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0xffffffffffffffff
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kernel32
ntdll
No clue what it means
come on
Usually you can find more information in the crash log even though without the engine debug symbols it may be difficult to interpret
I'll get the debug symbols going and see what it spits out, appreciate the help 👍
If useful put the log on a pastebin and share the link here
Looks like a memory violation error but it could be due to a million different things
Hey team - is there a trick to get deferred rendering working on Quest2 Android with UE5.1 ?
I make a fresh VR template project, change the rendering to deferred, and when i compile and run on the quest2 it's just a black screen
@dire fableany hint in the Device Log?
did you check the documentation?
I think that is what I meant, no idea if and how it works though. From what I gather the Oculus PC application has very close control over the headset's features, more than what is exposed otherwise.
(Now I will uninstall the dreaded thing again)
Also since oculus headsets run a custom android perhaps it's possible to get the cameras feed via the android sdk?
I tried to change the resolution parameter in render settng, in the textures of the materials, of the lights but ren does not work.
the light in statonnary with the ies does not work. my photometry does not apply.
Oh hullo, I'll have to look into that, thank you very much!
glad I could be of help.
Hey everyone, I'm trying to package for Quest 2 and the game only renders on the right eye. Everything works fine, the VR-Preview in-editor works aswell, only once I package the game becomes pirate-exclusive.
I'm at a loss here, any idea om what settings might cause this?
hey guys, is there a way to fix the light and shadow in VR ? When packaging the game for Quest 2 everithing is flat
thanks !
mobile hdr probably
these are my Rendering-VR settings right now
Should it be turned on or off? So far I've tried packaging:
- Everything the same, but Mobile HDR turned on
- Everything the same, but Instanced Stereo turned off
Neither worked I'm afraid
im using this, but thats oculus fork
I'm shooting in the dark here anyway, so i'll give it a shot, thanks
Edit: It worked, thanks a bunch
Maybe a dumb question, but when you're compiling and making a new build, you are overwriting correctly right?
Has anyone attempted to get Mobile Depth Of Field working on Quest 2? (this is for a vision app where we're purposefully simulating different focal distances). Right now I have it working, but I can't seem to change the focal distance at all during runtime, it's like it's stuck at 0 (or 1), it IS working because the whole scene is blurry, and moving my hands right up to my face makes them more sharp, and they blur out as I move them away. I'm moving a target point between 3 actors and the length (the Distance2D) value is correct, so I know my logic is working properly. Mobile HDR is enabled, renderer set to Deferred (both required to get it to work at all).
As in I might have used the same build over and over? Yeah no worries there, thanks for looking out. evilentity's suggestion ended up working for me.
Yeah haha, I haven't had that with UE but I've had that with other platforms
It's up there in my list of top timewasters, along with "Not calling a function"
How do I go about properly replication the movement of a motion controller?
i've been replicating it through the BP VR pawn but i can't do that anymore because part of the hand as to replicate
I don't think DOF is worth it in VR unless the headset you are working with has accurate eye tracking. You can make assumptions on where the user's focus is on certain scenes where there's only one obvious focal point but I still think it will be detrimental because real world eye movement is way more erratic than lets say a autofocus camera lens.
Furthermore you already get some of what you try to archive with DOF for free because of eye convergence. Everything that's not converged on will "look" out of focus regardless how it's rendered.
That said perhaps your DOF is working just that the aperture is set too high?
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Does anyone know of a way to prevent steamvr from closing down the ueditor when it shuts down in an openxr project?
Does anyone know if it's possible to deep link to the Quest App Settings section for a specific app? I want to be able to send my users from my app directly to their permissions to toggle on/off some permissions if necessary
Any idea how to have a desktop menu while using VR ?
🤦♂️ AR iOS UE5, maybe 5.2 🤷♂️
hey i cant find any videos on how to add player models and animations for like crouching , i have all the mechanics but cant find how to actually add the models and sync the hands to the player model
Turns out dynamic spotlight shadows were turned on and Android very much didn't like that. All looks fine now they're turned off.
Hello, can anyone help me with this issue.
I am using UE 5.1 with the PICO Unreal 5.1 SDK.
Followed the doc up until this point.
I cannot get Vr mode to work in Ue5 5.1
I've turned on the XR plugin
I've toggled Auto entry to be true
I've created an editor shortcut with my project as a target and added -VREditor and launched. When I enter the vr headset the editor is not visible
I've tried hitting "Shift+V" which is the editor shortcut to turn on VR mode. Nothing happens
Even just a blank VR template project, and I cannot get VR mode to work. Is it just broken?
I'm not completely sure whether the VR Editor has been implemented completely, or at all in UE5
Heck, I don't even know if it was even properly implemented in UE4 😛
I'm already halfway into migrating old code I built for manipulating actors in VR and saving it to update editor level with modifications.
Maybe you need at least OculusVR or SteamVR enabled depending on your hardware even if they are deprecated.
I'm really looking forward an update of the documentations about VR in UE5.1 with OpenXR
I'm trying to change world to meters (Vr scale) during runtime.
usually I'd do something like this
//Adjust world VR scale
float tmpVRScale = GetWorld()->GetWorldSettings()->WorldToMeters;
float tmpNewVRScale = ((L_MC->GetRelativeLocation() - R_MC->GetRelativeLocation()).Size() / tmpVRScale);
float tmpAdjustedVRScale = VR_Scale_Edit / tmpNewVRScale;
AWorldSettings* tmpWorldSettings = GetWorld()->GetWorldSettings();
tmpWorldSettings->WorldToMeters *= tmpAdjustedVRScale;
Left_MC_Coll->SetRelativeScale3D(Left_MC_Coll->GetRelativeScale3D() * tmpAdjustedVRScale);
Right_MC_Coll->SetRelativeScale3D(Right_MC_Coll->GetRelativeScale3D() * tmpAdjustedVRScale);
VR_Scale_Edit = tmpNewVRScale;```
I can see that WorldToMeters is in fact scaling with the scale value I'm multiplying against it, but it is not changing in VR
Anyone here know what I'm supposed to call to get this or should I check in the cpp channel?
Game is crashing on quest and I can't figure it out. Checked logs and this is the only thing I find that might be causing it but idk what it means.
E InputDispatcher: channel 'a3e40a5 com.VRNeightborhood.VRN/com.epicgames.ue4.GameActivity (server)' ~ Channel is unrecoverably broken and will be disposed!
You need the actual crash report, logs aren’t going to tell you on what it crashed.
Describes the tools to obtain log files for your app for troubleshooting purposes.
Hi,
Can someone explain the relationship beteween haptic effects and mapping context. Im using enhanced input and openxr.
"Add mapping context" contains one input action that is binded to Index Trigger R.
Case 1:
I let blueprint play
Expected: Feedback plays every 1s.
Actual: Feedback plays once. If i push trigger (which plays automatically some haptic feedback), then i get new haptic effect from my loop once loop triggers.
Case 2:
I dont add mapping context
Expected: Feedpack plays
Actual: No feedback at all.
There seems to be some kind of input exhaustion unless something triggers one of the inputs in mapping context, for example grip axis , grip triggers or motion controller trigger. Then haptic feedbacks actually play gain.
Other stuff: It seems that its also bound to haptic feedback duration. If its longer than delay between last trigger, then it can retrigger without other inputs.
My actual use case here is to use 3d widget, and get feedback everytime i press widget button, but since i dont have to press grip or trigger between widget presses, i only get one feedback until i trigger grip or trigger somewhere again
Hey! What is the way of getting character shadows in native quest 2 vulkan package? I tried cascaded shadows but it only works with mobile hdr on and instanced stereo off but there are weird shading issues. Also tried modulated shadows without any luck. Should I forget any dynamic shadows? UE4.27 btw
weird, I have instanced stereo on, mobile multi-view on, and mobile HDR off, but CSMs are working fine, which I didn't expect, tbh. I am only using movable lights right now. everything else is at defaults. the CSM resolution is quite low on the quest, but I'm just glad it works and I don't have to worry too much about it.
I've been trying to update the world to meters scale during runtime, it was never a problem before, now that I migrated code to 5.1 I see that it is no longer working like it used to. I did some searching around and came across this post. https://forums.unrealengine.com/t/ue5-world-to-meters-scale/517313/9 Looks like many people are suggesting this is related to 'Vr Preview'. Has anyone else encountered this?
just tested this. It's definitely related to 'Vr Preview'. Standalone will allow world to meters to adjust vr scale
Wow that's good to hear! Are you on 4.27 oculus build? Vulkan right?
Any ideas? 4.27 vulkan cant get any dynamic shadows with stationary directional light after building the lighting. Tried with the oculus engine build and the launcher one as well without any luck.
hello guys, i have an issue with planar reflection, the reflection is moving when i turn my head; explain in this video : https://www.youtube.com/watch?v=WspLCC6fmgA
diseabled "instanced stereo" its better but there is always a little movement when the headset is moving.
is planar reflection supported in UE5 VR ?
thanks yall !
The video demonstrates a misalignment in planar reflections when using VR. I'm wondering if anyone else is experiencing this?
Are you using a Valve Index by any chance? It might be related to the issue in this forum post: https://forums.unrealengine.com/t/valve-index-and-haptic-feedback-with-openxr/509213/36
Looks like there's been some activity there in recent weeks, so maybe there's a solution.
yes.
I was working on another project in 4.25 where it was behaving weirdly and using older-style pixelated dynamic shadows, but in 4.27 it appears to be full CSM. may have been some changes in between then, as I know they've improved things for quest during that time. I remember either 4.23 or 4.24 being a complete disaster for quest and very buggy.
unfortunately, that's all I know for now and need to research more. but I'm also considering jumping ship to 5.1 once they sort out the oculus plugin for it, and not require an engine fork that's missing ASW and other features. I like 4.27 for its lower RAM requirements than 5.x but it's looking to be worth the switch with all the other improvements and features, especially as lumen/nanite are pushed into desktop/console VR.
Hi, VR default blueprint in 5.1 / openXr is quite heavy when loaded as default GameMode... Any idea on how to make it less ressources hungry ? Or maybe another VR template ?
Also, picture is ghosted in VR preview mode / looks unshadowed (same prject with oculus VR plugon in 4.27 runs fine in VR preview and very fine in a release.
I'm going to bump this. 
Unreal still has more multiplayer infrastructure already built in, and is flexible enough to tune down to lower specs.
if you are primarily focused on mobile & web platforms, unity may still be a better choice. but unreal doesn't take a huge amount of configuration effort to bring to lower specs, even in 5.0/5.1.
The editor itself is pretty demanding compared to other engines, but the final built product is relatively on par, minus the build sizes being a bit large due to how much the engine provides you out of the box. Starting at 200mb ish builds depending on platform, but there should be effective ways to cut that down.
Hey everyone! Looking for anyone who has experience setting up Vive Trackers in Unreal 4.27. Having a helluva time and could really use help!
if anyone can help me i am making a small portfolio game in Unreal Engine 5. The game is in VR but i am having an issue with the nav mesh. It will no longer let the player teleport around the level. However if i make a new level it works just fine.
Unfortunately i mostly only make worlds for hours at a time. While i have some experience in programming and in ui this still illudes me.
@obsidian anchor Do you have any plugins for it? If i rememeber correctly the dinosaur ik pack was very helpful (has to be bought however). But this youtuber has a lot of content maybe he has a video to help you! https://www.youtube.com/@VRPlayground
@gray thunderdo you have a navmesh in your level? If you press P does it show up as a green layer on top of your floor?
just stumbled upon your question... in case you haven't found out: in 5.0 you can use the meta xr plugin. the flag can be found directly in the plugin settings (project settings -> plugins -> meta xr -> mobile)
Um
Heyyy
I'm currently doing a project in vr
And it involves the vehicle plug ins
But I don't know how to use the rotation of the camera
Like
It isn't moving with the car
i've been able to get sprites to show in passthrough but their opacity is still incorrect, these sprites should be fully opaque but they seem to be stuck at .5 opacity.
Opaque shader works correctly with oas through.
It's just the transparent shader we have problem with.
Can you tell me your settings for pas through layer.
And shader details.
opaque shader won't work for me as i need the sprites to be circular. I'm just using the default sprite material with standard passthrough settings (using the scene example project). I had to change some of the engine source to get the results in that video
Has anyone ever had any issues where the material looks just fine in mono, but goes black in one eye when doing stereoscopic?
@knotty smelt what engine changes , can you please send those here
the changes to OpenGLState.cpp and MobileBasePass.cpp are not needed, just Material and MaterialShared
@sonic lake No it doesnt show up however the navmesh bounds is in the level.
Oh and i am working in U5
@sonic lake never mind i figured out the issue apparently the nav mesh has an issue if the origin point of the level is very far below where it once was. (moved everything up and it decided it no longer wanted to work. Thank you for the support
also ill be checking out your youtube channel for tips and tricks
Never mind the path now shows but i cannot teleport
Instead i will use your video to do general locomotion however the issue is that the line of code (inputaxis) refuses to show in the visual scripting search.
Do i need a specific plugin i don't currently have?
@sonic lake
@gray thunderplease don't tag me (or anyone else for that matter) multiple times, that's not polite and it is against the #rules
Regarding your problem, if the navmesh is properly set teleportation should work as expected. If it doesn't, there is something else which needs to be fixed. Were you able to fix the navmesh or not?
hey y'all, is there any docs about how to package a game for psvr/psvr2? I can't get to work even the vrtemplate map there :S
Considering that stuff is usually under a NDA, not any public stuff to my knowledge. I can’t imagine Sony not having documentation somewhere though.
Whether Unreal specific or not.
There is docs on the devnet you can read about if you are a playstation partner, also, such things should be asked at the places you should have gotten access to when you are registered as a partner and validated as unreal dev.
lol, the only thing I found about unreal was a thread where one asked something and they replied "go ask on unreal" T_T
thanks anyway, at least now I know it's not just me missing on it
Hey everyone, I'm working on a project in 5.0.3 and for some reason. Collisions aren't firing when my player overlaps them after I build the APK and launch it on my Quest 2. I've never experienced this before so it's pretty confusing. Everything is working perfectly fine and as it should be on Desktop VR.
any ideas? Collisions are loaded, using CC'd but nothing.
@dreamy ivyany hints from the device log?
Nothing, it's like they don't exist but they are there. I can see them in the level. It's super strange.
@dreamy ivyany chance the collision profiles/overlap profiles are incompatible and not triggering any event?
Even though you state they work on desktop VR
I'm not sure, All I'm using is a default capsule collision inside an actor BP and I'm using the HMD mesh with a collision on it to trigger the capsule. it works on desktop. I'm not sure why it would be different on mobile though.
no i was unable to fix the nav mesh i compaired it to a fresh level and nothing was different.
However that doesnt answer my programming question. the issue is that the line of code (inputaxis) refuses to show in the visual scripting search.
Do i need a specific plugin i don't currently have?
[Question] is anyone doing Quest hand tracking in UE5.1 ?? if so.. are you using OculusVr plugin which is deprecated or are you using OpenXr hand tracking?
open xr hand tracking seems to be completely and totally different from how the oculus vr plugin does it.. and my team is upgrading to 5.1 for a number of reasons.. just wondering if I'm better off sticking with what I already know.. or it it's worth it to try to completely overhaul all the logic to work with open xr hand tracking instead
Hello, Can anyone help with optimizing my VR multiplayer Characters? I am creating a mutiplayer game for the quest 2 and with just 5 other characters on screen the CPU gets maxed out. reducing triangle count and textures have no effect.
@chilly pasture let me know if you make any progress!
the CPU gets maxed out?? or do you mean GPU
Hand tracking doesn't work on Oculus without their extensions, they don't support EXT_HandTracking as is. The MetaXR plugin does add hand tracking support to Vanilla UE, but, it hasn't been updated to 5.1 yet.
@idle marten It’s the cpu.
dude.. thank you Victor freakin Lerp! when are you gonna be on the live streams again?!
well the cpu is related to how fast your code runs.. that's the "game thread"... so maybe there's something in the character script that's taking forever in your frame time.
@idle marten Thats kind of what I thought but I am not sure how to narrow in to find out how long each code is taking. This is my first game so a lot of this goes over my head lol.
if you're in a newer engine version you might wanna look into Unreal Insights.. I haven't used it yet but have been meaning to. whole bunch of profiling tools rolled into one.. and there's definitely a tutorial on youtube somewhere
I use the old Cpu profiler
that there's also info on youtube about.
I'm assuming you already know how to do "stat unit", "stat unitgraph", "stat fps"
but if not.. look up that stuff too..
if you've never heard of ANY of that.. first just open the console with the tilde key.. it's right below Esc.. looks like this `
then type
stat unit
and press enter and you'll see how many milliseconds each thing is taking.. game thread, render thread.. when profiling its important to first know if you're bound by the CPU or the GPU
there's a GPU profiler and a CPU profiler that there are videos on youtube about.. probably 30 minutes of your time and you'd have a decent understanding of either one
@idle marten This is great info thank you! 🙂 I will do some digging and learn how to use the profilers. Thanks again for your help.
When you are bumming around testing sounds, when suddenly you find a note to have a VERY familiar sound XD
Man who sold the world!! Lol David Bowie, covered by nirvana
Do i need meta vr plugin for using meta quest pro in ureal engine?
meta quest pro is not available with oculus vr?
Hey, I'm trying to get the default sample UE5.1 VR project working when migrated to a different project
I first tried migrating it to a new, blank project and that worked fine
However, when migrating it to my existing project, input no longer works. Pressing the buttons on the motion controllers does nothing
The same thing happens even if I replace all the config files in my project with the ones that are default in the VR sample project
There also does not seem to be any differences in plugins used in the two projects
Does anyone have any idea what might be going on here? The same exact map with the same configs does not receive any input from the motion controller buttons when migrated. What possible relevant difference between the two projects could exist?
Just a guess, but since you migrated the project you might be missing some of the setup necessary for Enhanced Input
Nice guess, but my project already uses Enhanced Input for other things
Huh, so going the other direction did work (migrating my project to the default VR one). Even when I replaced the configs in the VR one with the ones from my own project. Very odd behavior
Feel I have to be overlooking something in the plugin department. Only way I can make sense of this
Hello all! I have just joined because I wanted to learn ue5 for XR and would like to ask for resources or your opinion on the best way to get started, for some context I am an XR Developer but I mainly use Unity as a tool but would love to learn ue5 as well.
Things get fucky when you move/migrated input files and mappings
inside project folders and stuff. Had same stuff happen in new vrtemplate, had to delete all existing configs and redo it. Never moved those files again after that since it seems to break those somehow
and by configs i mean those IMCs and that one file that holds all IMCs
Anybody encountered an issue in 5.1 that after migrating from 4.27, running a game on quest 2 in shipping does not work, but other configurations do work?
quick question does anyone know how to recenter hands for u5? Had an issue and fixed it but now the player vr hands are 5 feet to the right and 3 feet up.
thanks in advance
Hi guys, hoping someone can help. I'm in UE5.1. As of this morning, (worked fine last night) whenever I try to get my game to work in 'standalone' mode I get an error in the HMD (HTC VIVE PRO 2) 'The action manifest for 1.0.0.0 has an issue: "OpenXR".' Beneath that is says 'Filepath'. I have tried updating my drivers, updating windows, resetting the VIVE console settings, uninstalling and reinstalling UE5.1, and checking integrity of the STEAMVR files. Nothing works. I can play in the VRPreview mode, just standalone gives me the error. I cant play on any other projects either, even a fresh UE5.1 VR template. It still plays BONELABS and SkyrimVR fine. I've been going round in circles for hours and can't find much online!
Does anyone have any idea about when the oculus plugin will be working with 5.1?
pick a tiny project and make it happen! There's a unreal from unity guide you can use to get accustomed with https://docs.unrealengine.com/5.1/en-US/unreal-engine-for-unity-developers/
Is there any way to set the world origin rotation?
Glad you posted this! I assumed it was just me. I actually ran into this myself yesterday (Valve Index, OpenXR, UE5.1).
This also happens with if you try to run the VR template project in standalone, so it's not your project (or mine).
If I package my game, it runs fine - I suspect yours will too. Annoying, but not blocking, sounds like it might be an actual bug.
Oh mate I thought I was the only one in the world! If you join 'MordenTral UE Support' server and go to the 'General Questions' tab, a guy called David has been giving me some suggestions to try and fix it. Still giving it bash now. The TLDR is he thinks its an issue with steamvr and has suggested I nuke it from my pc and reinstall it
Good to know I can package it, thankyou
can I develop to oculus using and put it on the app store using unreal engine source code 4.27.2 or do I need to use the oculus source code for unreal???
how do I remove theses permissions from my apk using 4.27?
Your manifest includes the following permissions restricted by Oculus:
- android.permission.WRITE_EXTERNAL_STORAGE
- android.permission.READ_EXTERNAL_STORAGE
- android.permission.ACCESS_MEDIA_LOCATION
- android.permission.RECORD_AUDIO
After changing my unreal version from 4.26.1 to 4.27.2 my oculus quest packaged game stopped working, it loads fine, but there is no sound and the screen is all black except of my print strings, I can travel between levels and stat scenerendering shows some drawcalls etc but nothing is visible
also http requests fail as well
other that that the logs are looking fine
here are my rhi logs
5.1 GPU crashes frequently after exiting VR preview...
I'm using airlink
Anyone has similar issues ?
I've already followed some troubleshooting by extending the TDR.delay etc but still experiencing then
Check following:
Target SDK Version 29
arm64 binary
Have AndroidDeviceProfileSelector Plugin enabled
In .uproject remove plugins that should not be there / verify that they are in the correct state
If still encounter 3 dots or black screen:
Remove Binaries Directory in your project as it might contain old .apk
Make sure to call "Enable HMD" ... (I just added that to my character once everything is ready).
Happens to me. You can ix it by changing your default RHI in project settings > Windows to use DX11.
Wouldn't that disable nanite / lumen ?
Is anyone playing around with the Oculus 5.1 preview source build? everything works fine until I add an XrHandComponent to my pawn.. then it crashes with an array out of bounds error
guys what on earth is happening.... why is there an offset of the VR pawn where it should be zero ???
it's driving me crazy
like even in the vr template theres an offset
is it a height offset?
did you make sure you're on the ground normal in the Quest homescreen? I have this consistent problem where when I'm not using the guardian (cause its annoying) It'll just have me be up high as fuck
The i hit VR preview i can see hands in the origin 0,0,0 where should also be my headset
But the headset is actually placed forward and right on the floor....
?
Ah damn
I restarted my pc and headset and it's now fine lol
How did this happen ?
If your restart fixed it then this is probably unrelated, but I was having offset issue when I had a primitive attached to one hand with blocking collision enabled accidentally, it kept offsetting my pawn (camera) position in VR Preview
Yeah I was thinking that something like that could be my issue too....
On another note, I'm trying to finely match the physical origin of the VR headset with the virtual one but I'm having issues trying to get near millimetric precision
Somehow I need to find out where is the physical centre of the quest, and then apt the offset to my player start.
I saw someone managed to find by rotating the hmd in the virtual world until they found out the pivot. But I couldn't fine a way to get out of the VR pawn while in preview to see the headset actually moving from a 3rd person pov
[Question] I can't seem to find what it's talking about.. how do i fix this?
something here?
so i keep having this issue and i dont know hot to fix it... restart doesnt work most of the times.... i think there's conflict between placing the origin of the oculus centre when i start VR preview
i'm trying to add 'reset orientation and position' in bluepriunt pawn but it crashes the engine :'('
Where can I find the UE5 mannequin hand model?
5.1 vr template has it. it might be in 5.0's vr template as well, not sure.
Hey gang, I encountered a funky issue when updating my app to be compatible with Quest's guidelines. Project is on 4.23, building to min SDK 29. Using the typical ndk/sdk setup for that engine version (14b).
I've encountered a problem where I can no longer read the contents of the download folder (via LE File Manager, though it works elsewhere), i.e., "/storage/emulated/0/Download/". The feature has worked for years until an update that came out a couple weeks ago. I suspect there's some major change to scoped storage access that I'm not aware of, but I'm open to to anything. Any ideas?
Ah it might relate to
android:requestLegacyExternalStorage="true"
Please hold while I test. I guess they just upgraded to 10 or above
Good evening to all, I develop on unreal engine 5 and Oculus quest 2, after many adjustments by following tutorials on the internet, I still can't display the decals in Oculus, or even my photos, everything works except that. Could you please have some information about this? I wrote to the support but I'm waiting for an answer since several days... Thanks to you
last ive checked it was 'you dont'. quest/mobile is very limitted
Thank you, I seem to have read the same thing...
you can fake some decals with a plane with a texture, but it will only work on flat stuff
I tested this solution, it's the only one I found... Thank you for your answer!
Does anyone know how to track the transform of the entire head in Live Link face or if it is even possible?
been stuck on this for a while
Just leaving this here for the record...I finally got around to trying out 5.1 for VR and I'm seeing dealbreaking crashes and bugs similar to previous reports.
I'm on a fresh install of SteamVR, OpenXR plugin enabled, SteamVR and Oculus disabled, HTC VIVE
-
In a new project with the VR Template preset I get instant freezes on VR Preview or Standalone. Generating the following error...
Error: Ensure condition failed: ((Result) >= 0) [File:D:\build++UE5\Sync\Engine\Plugins\Runtime\OpenXR\Source\OpenXRHMD\Private\OpenXRHMD_Swapchain.cpp] -
in a preexisting project with my own custom VR Pawn, I can preview fine in VR but I have no tracked controllers in Unreal and they don't generate any input events. They are tracking and displaying fine in SteamVR. SteamVR view displays the following error: The action manifest for 1.0.0.0 has an issue: "OpenXR"
EDIT: I gave up and ported everything back to SteamVR inputs, ignoring the new Enhanced Input system, re-enabling the SteamVR plugin etc.. Now it all works again.
I can only assume there are just a number of bugs with my combination of Unreal 5.1, SteamVR 1.24.7, OpenXR, Enhanced Input and the original VIVE (Pre).
I was not able to make it work, i did the engine changes and my shader has that true, it should be true or false. What passthrough settings you are using, although masked shader works correctly with passthrough.
yesterday I was trying to get android studio and the android sdk set up for a project, and ran into this problem. A couple people solved this by deleting their intermediate folder, but no one really explained what the issue was in the first place.
Hello, we are looking for 2 hours teatching vr setting and fundamental rules, cause we develope small projet on UE4.27 and we got a really poor quality and issue, if someone is expert on it lets me know and we can pay for that thanks you
Setting should be set to true. We are using reconstructed passthrough. In the end we just used a masked material for our sprite material
I have a question I have my two grip buttons mapped to the same grab action is there a way to see what button is triggering the action so i can attach an object to that hand?
Using C++
Map both grip buttons individually, create two events basically.
yeah i know i could do that i was just wondering if there was a different way
but i will do that instead
Hey there … anyone here got an idea how I can deactivate the full screen preview for my VR build’s? I somehow feel it has an huge impact on the performance. If I play in editor I’m getting better performance with the windowed screen compared to the final build with full screen preview.
Or you got any other ideas what could cause that problem?
Cheers
You are correct that reducing the resolution of the preview window can save you performance
I don't host them anymore but I'll be covering XR content now and then 🙂
thanks for that !!
What is a performant way of drawing a line that may be changing length every frame?
This is for the VR HUD that draws a line between two symbols. Because its a VR HUD, the two symbols are two different static mesh components floating in midair 12 meters from the player lol
should I just have a plane and set its scale every frame or is there a more performant way?
niagara particle works nicely for that
interesting, never thought of that. I wonder if I should be using niagara for all of my floating static mesh UI icons
The menu pointer trace in the VR Template is made from a Niagara Beam emitter, it's cheap
And can be used as a reference 🙂
DId anyone else encounter an issue with Widgets costing a lot of performance in 5.1? I have a menu placed in the world, which drops my fps from 72 to 36. When I remove it, it's 72+.
Was not like this in 4.27
is anyone in here using the 5.1 preview of oculus source?
still looking?
yes
when are you looking for help?
tomorow if youre are available, i dm you
Hi all!
Is anyone else having issues with read/write external storage on the Quest? It seems to be api related. If I build for api level 25 (min and target), writing to and reading from a file works perfectly. However, the Oculus store requires api 29. If I set the target api to 29 writing to a file no longer works :/ any ideas?
Thanks
wanted to ask if anyone happens to know how to set up locomotion in VR for unreal 5. Currently my makeshift version doesn't have gravity and lets you fly around the map.
Found the issue, something changed in the way storage works. A fix for api29 is to add android:requestLegacyExternalStorage="true"to application tags in the android settings.
Hello every one, some one know if webbrowser asset is available for oculus native app, cause all on the market was build for windows
who can give me a hand please? I'm desperate I want to pack a level in another project for MQ2 but it won't let me… please help
anyone experience Widget Interaction "working fine" in editor, but not in packaged (dev) in 5.1? It's hitting the widget, just isn't calling the button press
I also have some weird interactions happening, I'm using Press Pointer Key and Release Pointer Key, but have to use a Set Focus to Game Viewport after the release or it stops registering the press until I click the window
another thing, if I use Press and Release Key in editor it crashes after leaving PIE and doesn't work
hey guys does anyone here know how to make camera only follow the rotation of the headset VR, and not follow the position of the VR. so for example when i sit in real life the camera still in the same position when i stand
@humble crow this effect can make people vr sick very quickly, perhaps you could find another way
Hey guys. would anyone have any idea why my head relative location (to the tracking origin) shows up correctly in my game in the VR preview, but if I build out a development or shipping build my head relative location is close to zero without moving position, putting me in the floor.
I am using the Quest 2 but also happens on the Meta Quest Pro
When i play, the pawn's hand-posable mesh is fixed at the origin. Why is this? In mutiplayer
Hello, I'm looking to do ar for clothes with UE5, do you think it's possible with the existing tech on a smartphone ? 🙂 Thanks !
does anyone know how to detect when the steam vr overlay is open? it doesn't seem to trigger IOnlineExternalUI's OnExternalUIChangeDelegates, and i'm not sure where else to look.
Does this have to do with OpenXR and the deprecated InputSettings system in 5.1?
for this special project, been using keyboard inputs... would that disqualify it?
would that make sense for it not working packaged but working in editor?
Not necessarily- if you are using OpenXR and the blueprint is pulling from the deprecated system it will throw an error - check the logs
ya I checked the logs, it only showed the print that I had when activating the interaction button when I looked
I did end up figuring out a workaround though
I would check where the PlayerCobtroller is loaded
I am now getting a reference to the button on widget interaction hover and using that reference to directly call the press function
bypassing widget interaction press functions
and that worked
Yeah, sounds like OpenXR doesn’t want to fire the classic input events. Glad there’s a workaround!
I’ve spent the last week building out an OpenXR runtime remapping system for Enhanced Input which captures ChordedActions and stores them in the InputMappingContext…
With mixed results 🤣
I’m still debugging, but it’s getting there!
I haven't touched enhanced input yet, still used to the old system but that's next on my list
Has anyone managed to fix the shadow flicker with lumen in vr preview
If not
What are the alternatives to lumen for dynamic lighting
Nothing as performant as lumen I'm afraid
Raytracing, the classic UE lighting
https://www.youtube.com/watch?v=ZvdODtL8IBM&lc=UgyT1hFBAh95Zv9DVUF4AaABAg.9kkEuEZW3649kkFlFsq1A3 Alex here doesn;'t seem to have the shadow flicker issue but when I asked he replied "I do get it sometimes. Not sure what causes it" so yeah ¯_(ツ)_/¯
Quest uses fallback meshes instead of nanite, but it's cool the same scene can output to both platforms
download yourself here:
https://www.dropbox.com/s/v5nubirdxp9in5s/NaniteTest_WindowsVsQuest.zip?dl=0
I get heavy flicker on a Vive Pro and Focus 3 running on a 3090
I get heavy flickering on a reverb g2 with a 4080
Alex is running I think a Quest 2 with a 4090
When I run the demo he shared on that video I also get flickering too
It's a built project
Something I can open in ue
Ohh k
I tried a ue5 build project with lumen and nanite and I didn’t get flickering
It was a different one though
I know there's a built version which I ran
Well anyway it’s weird
I tried like every possible solution
And for some reason it only happens with lumen set as global illumination and only in vr preview
Also it doesn’t happen in a built project
Yep, just a binary
Hmm interesting
Are there any diferences in FPS?
I have the feeling it's mainly a performance issue with a hard threshold
I don’t think
I tried turning the scalability settings down
And decreasing the reflection capture resolution for lumen
But the flickering got worse
lol
i don't know it off the top of my head
same place where you activate lumen I think, just selectc raytracing if I'm not mistaken
There is only a standalone ray tracing depricated option
I’m guessing that’s ray tracing
Hi guys,
How can I make the avatar's hands have the same length as the player's hands?
When I stretch my hand in real life, it seems that the motion controller is no longer in place with my hand because my hand is longer than the avatar's hand.
im using Inverse Kinematic to animate the hand to follow the motion controller location
Is there an XR node to detect the quest's seated or standing mode?
This, seems to be the only way I've found so far:
i have no idea whats happening, but this is happening on my unreal engine 5.1 project. I created a blank game project, brought a bunch of assets from quixel bridge with nanite quality, made the scene, imported the vr project files from unreal, changed the game mode and added the vr pawn
i am on a 3080ti with a r7 3700x 32gb ram, so it probably inst a performance problem, scalability on medium except for GI on high, all textures are 8k, but i used the bulk edit to lower the max res to 4k
Hi there, I was trying to add height based collision(ie when you move up irl ur charters hitbox moves up as well). While doing so somehow when i tilt my headset forward i start moving forwad, and vice versa. I have an attached vid of my code and me showing what happens. (btw i was trying to follow this vid https://www.youtube.com/watch?v=hxgx53ZoO7Q) fixed
(this is the vid of the code https://youtu.be/LPc4C1SO8HU)
Restricting player access can be a challenge in VR, largely due to the fact the people are able to move much more freely than they would in your typical flat screen game. This can allow for players to see what is coming up beyond that locked door, or teleporting through walls, if left unchecked. In this tutorial I will show you a simple collisio...
Yeah that's the flicker issue I was talking about with @candid cape this morning
did you find a solution?
Hello, is there an issue with vr teleportation and landscapes? When I create a new level with just simple shapes as floor the teleportation works fine. When I use a landscape (navmesh looks good) the teleport ray goes right through and the reticle doesnt show.
The only solution I found was to use ray tracing
Another client's hand is visible at my level origin. It is fixed and not moving. Why is that? How can I get rid of it? I unchecked the replicate option in pawn. but same result..
You may be haunted
I answered in #multiplayer but didn't get a response any more after my answer 🤷♀️
Hello! I'm trying to change the scale of the world using Set World to Meters Scale node. But it seems it has no effect.. I'm using UE5. Is it broken?
Or maybe I should call something extra? Or maybe on event tick?
Maybe try turning on the "Player Collision" debug visualization in the viewport? I had an issue when using landscape brushes where the collision didn't match the landscape (I could use "build geometry" to partially fix it, but it introduced other problems).
Hey guys, I am very new to VR developing. We already have a game its now on beta status but we wanted to have vr support in it. I already watched a video for performance etc. and got it around 60 fps on low. Is it possible to get even more fps? We are using ue5.1. Do we miss some settings for more Performance? Would be nice if you have a link or tipps!
Does OpenXR have any hand gesture recognition (definitions) built-in?
Also can I nominate the OpenXR Specification documentation to be one of the worst pieces of documentation ?https://registry.khronos.org/OpenXR/specs/1.0/html/xrspec.html
It's very in-depth, explains everything but they organised everything into one single page
what if i want to use lumen, because i really need it for archviz and i dont wanna get involved in baking light shenanigans, and lods
VR + Lumen/Nanite is still very early stage. UE5.1 is the very first version where it basically doesn't crash if you even think about doing it. There's still a considerable amount of issues such as the flickering
Hi, I am new to unreal and trying to build my first game so was wondering is there a way to make use of the third person model and animation and control it using vr?
@raw sapphire yes! It's a big open ended question which you'll have to figure out yourself, but it's going to be a fun learning adventure. The most important thing is to learn how to learn. Find out what works best for you, and do lots of tiny experiments as you work your way up to making the game you've always wanted to make.
Thank you @silk lodge I am still experimenting lots of stuff in unreal and it’s really fun and amazing how much it can do.
If I happen to learn something I will share it here as well 😊
Not exactly an answer, but Varjo's Leap Motion integration is using UE's XRMotionControllerData0. But it doesn't include any gesture recognition, it's just joints location.
Also, it's not uncommon for standards to come as a single document, as it has the benefit of ensuring that every part of the standard is in there, and you're not missing something lost somewhere else.
Hi , anybody have an idea on how to migrate the vr pawn into an fps project on ue5 ?
Yeah I can't say that it's incomplete haha, it's just a hell to browse through. Especially since table of contents only shows up to the second level of headers
And thanks, I guess it's up to me to findo r create an implementation for that then
I was wondering if there was a basic "Hand open" "Hand closed" gesture recognition
You might want to check the OpenXR Toolkit, it seems to have some things like that
https://mbucchia.github.io/OpenXR-Toolkit/hand-tracking.html
https://mbucchia.github.io/OpenXR-Toolkit/how-does-it-work.html#simulating-inputs-for-the-hand-to-controller-feature
What if you're starting a project and want to finish in 6 months+? Stick with Lumen/Nanite?
I'd stick to the classic lighting methods. There was a 6 month gap between 5.0 and 5.1, and there's not even a 5.2 roadmap
So who knows what features, fixes or updates are planned for VR.
If any
It's never recommended to use Experimental features in production, and Nanite/Lumen for XR is not leaving experimental in 5.2 (but it has been improved!)
Nanite in 5.2 for me causes a massive performance hit compared to 5.1
Production is a big word for my projects that end up shelved 😅 however I do sell model packs from them - in this case should I create these VR assets nanite quality for the long-term (3+ years on the MP)?
I see that android vr is still a thing in unreal, have you seen some standalone technical demo or something? I'm worried that i have achieved the "best" looking graphics available 😕
i'm looking for something with unreal, android vr device standalone (oculus, pico) and be like "woooooa".
Mobile hdr breaks the performance and vulkan sometimes crash and its not good loking with lights
Dark Matter 1&2 are probably two of best looking games. Limitted scope helps
I think that's best. Nanite can switch to a lower LOD fallback mesh if it detects the system is incapable of handling it. https://www.youtube.com/watch?v=ZvdODtL8IBM&t=1s
Quest uses fallback meshes instead of nanite, but it's cool the same scene can output to both platforms
download yourself here:
https://www.dropbox.com/s/v5nubirdxp9in5s/NaniteTest_WindowsVsQuest.zip?dl=0
You could of course sell High Quality meshes and VR-Ready meshes separately for some extra buck
I have converted lat and long to unreal engine coordinates. Now how can I convert these coordinates to holographic tables for hololens 2.
Any help will be appreciated
hey guys does anyone know here how to make 3d widget menu for VR user? i already created an actor that has user widget on component and follow the camera vr rotation and position, but it placed in the same world so the menu sometimes can be blocked by other 3d object world.
You can see an example in VR template in UE5.1
bruh, but others people project dont have that error, why me, ill try my own custom models
the boring problem is that i dont know unreal and never managed to learn it
good opportunity to level up a bit
cant pay for online courses
:(
Anyone working on Hololens 2
If I knew why other people don't have these particular issues that I do, I'd probably be earning considerably more. VR+Nanite+Lumen is still at an Experimental stage as Victor mentioned earlier
hmmmm
but theres a line in between it not working and working
ill try later today with my own meshes, im probably gonna guess it was a issue with quixel bridge assets
Good idea!
plenty of free stuff on youtube. trying to use cutting edge features when you dont know the basics will be quite tricky
since i imported them in nanite quality, im guessign they came with pre configured nanite settings from a old version, problem is, i dont have custom models to make a cool scene so, ill have to spend way more time than i would like to
I think you can import them at a different quality level
make a box in blender and see if it works
And then convert them to nanite
yeah
fix one issue at a time
it works
that i know it works
the default vr scene there works, but it is a raytrace based one so....
(Even with the meshes converted to Nanite?)
ill have to try
sadly im not at my main pc with the vr to test, ill be doing some things today and try my best to make it work
I've probably tried that before but I can't remember my results
not sure if this is the right channel, but has anyone implemented oculus sub system to get friends list with ue? i've made sure my app's data use includes the 'friends' platform feature in meta's developer console, but i'm still getting 0 friends from the IOnlineFriends interface callback. any pointers on where things might be going wrong?
nvm, i think i just discovered my problem.
Was it that you had no friends?
Sorry low hanging fruit
Question, I enabled Lumen in a VR project. Only a directional light present but I get black artifacts on the floor. Any ideas where I should look to fix that?
i dont know if it is supported yet lumen for vr in 5.1
@wooden chasmI saw people on YT mess around with it and I reallyw anted to get it working for my project 😛
yep, i saw it too. Maybe you should check source repo in github or just keep trying configs until something works xD @real needle
@wooden chasmwill do. It seems better if I'm in a closed room. So i'll try some things out. I'm new at this so its a bit daunting knowing where to start
starting with just added half baked feature will be quite fun
@rocky nexus most definetly 😂
hey, anyone know how you would go about being able to launch a packaged game in either vr or non vr? i have a driving game and have implemented both but struggling to get the exe to launch in vr
I'm trying to implement handtracking from my Vive Focus 3 into UE4 with the VRExpansionPlugin and one of the issues I'm encountering is a positional offset between my MotionController and my hand, as seen in the attached video
(ignore my horrible hand)
Note the sphere in the wrists of the hands. I attached that as a child to the MotionController components in my pawn
The hand made of the purple debug lines is what's coming in via the OpenXRHandTracking plugin and corresponds to the position of my actual hands
ah im an idiot i think i might have it
Does anyone know if it's possible to request microphone permissions on Quest without doing so on app launch but instead doing it later when it's actually needed? I've only been able to get this blueprint working if the permissions are also requested on launch
Hello everyone, I need to create a VR presentation were the user needs to interact with object such Light booms or flexible TV arms (Surgical room). I have tested with the default grabbing objects template for U5, but I am not sure how to grab one part of the object and the rest follow by hierarchy. Lets say you have a regular human harm, and you shake the hand but the rest of the arm also moves accordingly with limitations and dampen. IF anyone could point me in to reading something similar I would appreciate. Thank you
Hi I am create AR project install APK in Android device but show only black screen any one give solution. I am tried engine version 4.27 and 5.1 disabled in HDR and Vulkan but I am not find solution
Hey!
I have now implemented some things regarding the movement. The hands and the head fit, only I have a few problems, would be cool if you maybe have a solution to this:
- the head turns not so perfect, so sometimes when i look right left i look inside the face.
- how do I turn the body after the hands? I think "normal" in VR is that the head does not turn the body, but the body turns when (both?) hands have turned together. And then how do I check if the player actually didn't turn but just wanted to pick up something with both hands on his right side?
(Its a Metahuman, a full body mesh)
This might be dumb but, what is thumb pinch? I get the other 4( index middle etc etc.), but you use thumb to pinch. So what is the gesture for just " oculus hand thumb pinch (r/l)"?
Edit: never mind. It seems to work similar to, or same as index pinch.
Is it ok to use the Character class as player instead of Pawn which is mostly recommended for VR projects. Im just learning about networking and replicating pawn movement/position and making physics to it will hard. Or do you know a way to replicate it and add physics with C++
This is part one of how to create blob shadows in UE4 and also the first episode of the SDL (Simulated Dynamic Lighting) Tutorial Series for Unreal Engine 4 mobile platform projects.
Check out the introduction to the series here: https://youtu.be/cF9_Q2qS_6k
You're gonna have to make it translucent, rather than modulate, unless you modify your engine a bit
Other than that, scene depth works fine without mobile HDR, though it only lets you sample it at pixel world position, sampling it at any other UV didnt work for me in 4.27 😦
How do you develop for the PSVR? is it only exclusive studios get access to the PSVR SDK?
you sign paperwork and ask/pay for one most likely, same for regular console dev
What engine version? Did you add the android permission - or check the support voice chat button?
you could use the blueprint node "find look at rotation" in a limited scenario, but you should probably also look into doing an IK skeleton system
Thank you for the input @silk lodge , I agree I need to prepare the arm with an skeleton system. I have done simple skeleton animations before, but they are all pre animated, in 3D Max, now the difference is the user will relocate the objects. I though make the skeleton, then make only the tip of the arm to be grabbable and the rest of the arm will follow??
it is something like this (https://oemmed.com//wp-content/uploads/2021/01/light-boom.jpg)
@broken barn https://docs.unrealengine.com/5.1/en-US/animation-blueprint-head-look-at-in-unreal-engine/ something related to this? I've never done any bone animation stuff in unreal
@silk lodge Thanks, I will take a look at that. I need to figure out at least the core of it today, so I will let you know how it goes. Thanks again
glhf!
@broken barnlooks also like something you could pull off using an Animation Rig applied to the skeletal mesh representing those arms
Well this is disappointing, I been reading two ways to do this, one is with the Animation rig and other is with Physics constrains. But I notices a very bad performance with Unreal 5. I tested same project in Unreal 4.27 and is ways faster, anyone has this issue?
I am talking VR frame rate performance, I have a Razer laptop with Quadro 5000, using Oculus Quest 2 connected by cable
How do you develop for the PSVR? is it only exclusive studios get access to the PSVR SDK?
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hi all, any recommendation how to make voice chat feature for oculus quest 2?
Chaos Physics (UE5) still has some glitches but in general it works fine. Physics simulation in general is more expensive than animation, but it largely depends on how you have implemented it.
did anyone get oculus lip sync work on quest 2 ue5?
some interesting fixes in 5.1 and 5.1.1
Hello, Is there any one know how to use Valve index hand tracking to animate avatar hands in a real time using OpenXR in UE5?
The VRExpansion plugin has an implementation for hand animation with OpenXRHandtracking
It's a bit complicated though
I've used Steam VR for years - built a new rig and apparantely it Steam VR does not like having so many monitors - if I disconnect some of them and reset the headset, then this error goes away - I can even replug the monitors and use everything like normal - anyone else encounter this before?
running on a 3090, which has 5 video ports - I've played with moving the VR headset to a different display port (valve index) but it doesn't seem to make a obvious difference, unless I am missing something
Hey everyone! Does anyone work with VR? I'm a newbie with UE5 but I've created a small VR world that I want to put onto my Oculus Quest 2, my laptop keeps crashing and it doesn't seem to transfer over very well. I've got loads of questions about the best way to get this on my Quest so it can be used. It doesn't have any blueprints for gaming etc, it's just an environment with sound that you can walk around. If anyone does know about this kind of stuff, I'd really appreciate some help- even willing to pay for an hour of mentoring so I can get this up and running!
I'm a uni student and doing what is seen as the unknown in my university, so I can't get any help and I'm following loaaads of tutorials but seemingly things aren't working as they should
How many monitors do you have?
You could try switching SteamVR to the beta branch, in case it's fixed in a later version
It's a lot, beta is a good idea - I'm using a 3440 x 1440 as primary, a 1920x 1080 as portrait,, a 4K TV as a reference monitor,
I'm also using onboard video to drive a 515x1920 sensor panel (hyte y60 build) , and a 1920 x 1080 portable folding monitor that I use for discord (sits below primary monitor 0
I get, it's a lot of monitors, so it would be my first guess, but I hadn't found a hard "steam vr can't initialize with these monitors present" - worst case - still I'd love to know more about this
What is your GPU?
3090 TI, Asus Strix
It's got 5 friggen ports, (2 hdmi, 3 gpu)
I think I've tried 2/3 of the ports for the headset, I'll try again when I'm home and see if there's a magic combination
Ah
That's why
The GPU is capable of 4 ports simultaneously
It has 5 ports for flexibility, but you can only use 4 at the same time.
Do you have a CPU with an iGPU? Perhaps you can plug one of your displays into that?
sounds like that's going to be the real thing, that's for advising it as such
Hi there! This might seem to be an odd piece of advice, but I'd actually not use Unreal Engine in this case
For smaller deployments and usecases like this, I've used PlayCanvas which uses WebXR and works reasonably well
When all is set-up, all you need to do is point your Oculus Quest webbrowser to a URL and you've got your project running on the Quest
I also have friends who have used Mozilla Hubs but I don't have experience with that
on the Epic-Unreal website, there are several VR tutorials. many others online. Now one thing you need to consider is, that Oculus Quest 2 or any other mobile VR, need a very optimized game/app. There are not many tutorials that talk about this, but when you start unreal 5 with a VR template you need to choose Mobile option. otherwise the headset won't be able to play your game. You also have the option to tethering the desktop version in to your Headset, using the computer to calculate your scene, this works pretty good, wired, for wireless you need a strong Wifi connection. Having said all that, I been finding that overall Unreal 5 is more heavy for VR than Unreal 4 was. Maybe I am missing something but I find myself going back to Unreal 4 to develop VRs. YMWV
Can I get the finger curls values?
As of now, how would I go about replicating VR throwing?
What's the best way to handle it? Fine on server but on client it just falls right down
Is there a good tutorial/course for starting to build a VR project from scratch? For my purposes, I cannot use the VR template provided by default and would have to build the systems from 0 (the why is, I've been having shadow releated issues with trying to make the settings in the VR template raytraced enabled).
I've been trying for a while to find something good, but all the tutorials either have something outdated about them that I find about only later or they assume you are running the template.
Thank you in advance for the help
Honestly, I'd just need a basic smooth locomotion system in set, basic menu and level selector and maybe an upper body IK, but that's probably not even necessery. Trying to build a VR UE5 stress test demo
this is what I have so far btw: this will be the "starting area", which is a platform inside a perfectly reflective cube with 10 bounces raytracing (using the deprecated method because lumen still can't do mirror-on-mirror reflections)
(ignore the directional light, forgot to remove it)
Might put more bounces, depending if at build it can actually run it without dying too much: not too worried about performance because this won't even run on GPUs that don't have raytracing support, but still at least some resemblance of performance is still needed
P.S: I did install the VRExpansion plugin, but not quite sure how it works
The plugin uses finger curl values for anim blending, not sure how it exactly achieves it though
Hey! I’m doing a project in UE5 for my job but somehow can’t get hand tracking to work at all. I’m limited to only using quest 1 and 2 headsets and can’t really find a good tutorial online. I’ve been trying to enable hand tracking on the VRTemp but can’t see anything- i did controllers and that seemed to work fine. Any suggestions or help how to start? Thanks 🙏
Yo, does anyone know if its possible to have distance fields in mobile LDR?
@charred snow finger curls aren't part of openXR, those were a steamvr concept. However the vre openXR hand tracking component does estimate curls from the fingers relative to their parent bones.
its a bit rough since different hand tracking implementations have different end / starting poses so the values have to be a bit fuzzy
Hey, I need some help with a VR game. I want to make a build of it on my oculus quest (original), but I cant make it work. I cant get the SetupAndroid.bat to work. I'm using U5.1
https://www.reddit.com/r/unrealengine/comments/r77xpi/throwing_not_working_properly_for_client_object/ found the exact problem i ran into, but i don't get what they mean by "simulate physics on both client and server"
what did they mean here?
17 comments is probably TL;DR for most people. Which comment specifically do you mean?
Right, sorry, this one right here
I dunno what he means by sync on client and server
I'm wondering if this video shows your problem https://youtu.be/H4frXTRwZqI
I am really lost here, so I have this simple arm rig
and created a blue print and inserted that righ and skeletal mesh
but now I can't wrap my head around to make it move with the VR control. I am using the basic template that comes with a blueprint to move objects, they just need to be movable
I am guessing I would need to add a box dummy that is movable but then how to pass the location of that box to the rig???
I would need like a look at? or get the location in to the control rig, but I don't see how to pass that info
Does anyone know of any actual good VR tutorials and courses for UE? Everything online covers the exact same content, working straight out of old VR Templates with half-assed or clickbait content
I'm not a beginner to UE, so anything that avoids babying of basic engine stuff would be optimal
google. I found a fix for this in 5 mins by googling the error
Setting up Android. Doing all the necessary steps like I always do. But now SetupAndroid.bat has this ERROR Android Studio Path: C:\Program Files\Android\Android Studio Android Studio SDK Path: C:\Users[Username]\AppData\Local\Android\Sdk Using sdkmanager: C:\Users[Username]\AppData\Local\Android\Sdk\cmdline-tools\latest\bin\sdkmanager.bat E...
I'm new to VR game and will start a new VR project. After some test UE5.1 VR example project works well in Quest 2(packaging the project to apk and upload) and the FPS is stable. I google someone say UE4 is more stable but I just want to launch my project on top of UE5. Anyone knows if UE5.1 is production ready for develop Mobile VR? Any critical bugs or feature missing plz.
Physics seems to have some issues still in 5.1 due to chaos. So if you rely on heavy physic usage, you might encounter some issues.
but overall it is usable
Thanks very much!
I made a tutorial way back in 2017 that's out dated but covers a setup from scratch
Has anyone got stereoscopic rendering to work with a 3d tv and active shutter glasses?
I'd like to ask,
has anyone ever used vlc for development on oculus 2 ? (opens .m3u8)
I have it installed and running in the editor normally. however when inserting it into the oculus the sound disappears
If starting a new Meta Quest 2 standalone project (not linked up to PC) which version of Unreal currently works best? I noticed OculusVR has been deprecated by OpenXR
I'm currently doing non-vr and VR (Vive) projects in UE 4 (4.26 and 4.27) and just wondering should we stick with that or go with UE 5.1 for Meta Quest 2 standalone project.
Depends
I guess regardless, 4.27.2 Meta's fork is still the best for Q2 standalone
@bronze yoke you may want to look around the https://www.mtbs3d.com/ forum
Also, if you have any luck, lmk, I'm interested in it. I also think unreal 5.1 has a fake VR mode that does SBS in the view port
@bronze yoke I tested out the -emulatestereo mode in standalone. Not sure if it is intended for release or just vr debugging, but it was a non stretched sbs view which may be a problem.
Has anyone tried VR in the new 5.2 branch? I'm trying to start a blank, new VR sample project and when I try to preview I get a popup that says "The OpenXR runtime requires switching to a different GPU adapter, this requires an editor restart". I have 2 adapters, the 4090 that I'm using, and a dormant 3090. It makes no sense. I say OK and let it restart and it does the same thing. If I say Cancel it launches the preview window but doesn't track VR or go to the headset. I tried with SteamVR and it works other than no input controls. I'm using a Vive Pro, Valve knuckles. Completely fresh install of SteamVR 1.24.7 and Vive 2.0.22.6a. Fresh off of a restart as well.
Hi all, question about VR Quest dev + Settings>Rendering> Default Settings / Anti-Aliasing Method : Temporal Super-Resolution (TSR)
I was under the impression Quest dev's should be using MSAA. I see it set for the mobile aa method. As long as the mobile is set, does the default setting below that not matter? For the Oculus engine template they have the default set to TSR and I wasn't sure if this needs to be changed or if it really doesn't matter since it's only reading the mobile setting on the Quest.
having an issue in my vr game. The teleport movement is acting up. For some reason the teleport ring is only appearing at the world origin.
make sure you have the nav mesh set up correctly, and perhaps client side navigation if you're doing multiplayer stuff
are there any actions i am supposed to do on it?
i made the current test level using the vr template but then this happened after many hours of work.
create a nav mesh volume. you can press "P" to see if its there, will light up green.
I'm following this tutorial from Vive to implement a rigged hand animated by OpenXRHandTracking. I followed it as best I am aware but my hand is horribly twisted
Ahh I found it, the given rotation offset valies wren't correct
im about to lose my sanity, can someone please explain wth is going on with vrpn and steam vr, seems like every 3rd or 4th time i press play my engine just hangs and doesnt respond for 10+ minutes forcing me to end task and reopen the engine, just to see if something in my Blueprints is working, it doesnt look like there is a memory leak and ive waited around for it to go into PIE mode, but nothing, its driving me insane
What's VRPN?
It's a openvr tool from what I understand that let's you transmit VR data from one pc to another
Ive been using it to have all my steam vr data and some other things on one master pc that's fairly beefy that all gets sent to a render pc
Hmm, interesting, I haven't heard of it before
So basically, you track on one computer, and you render on the other
From what I can tell I'm not doing anything wrong with blueprints, the only thing that might be causing it is redundant code, I have a few actors that are setting live link presets, when realistically only one needs to
Yea, at least that's how it seems to work LOL
I don't even open steamvr on my render node because it takes all the data over the network
Oh, it sends it to SteamVR?
Nono, It simply gets the data from steamvr, I have the HTC vive trackers connected and it gets the address of those trackers, I take the address, plug it into live link, instead of using live link xr, and put in the IP and port, tracker address and it runs
Have you tried checkign your logs?
I've had a minor issue before that just clogged up my system because it was writing so many errors to my log
I thought the logs were cleared when the engine closes?
Cuz when I have that issue the engine literally just hangs, I can't esc out of play mode or anything
I have to force close it
Oh, very good to know
Everytime you launch a project it creates a new log, but it keeps a copy of the previous three sessions or something
Oh sick
Yeah, sometimes it looks like the editor is stuck but if you keep an eye on the logs you can see it's doing something
Been working in UE for year and a half and never knew that
Feel like that should be step 1 of troubleshooting LOL
It is for me haha
The little things that no one mentions
Not that it'll always point you in the right direction though, but it's a nice trick
Right, I had a error a while ago with grooms and none of the error code made sense for the engine crashing but there was a like fhair cluster or something, go in, delete my groom binding, bang, fixed, annoying stuff like that is normally in the logs
Oh, hair grooms and VR
That just flatout doesn't work as far as I know. Like immediate hard crash
And that one doesn't leave a breadcrumb trail behind
It's working for me so far, on a skele mesh, the problem for me was just the groom binding
I have to remake that particular asset every time I wanna use it, otherwise the engine just doesn't even load
Granted I haven't added animations to the skele mesh yet, but I've been in vr and can look at the groom so idk
I'm trying to package my project on UE4.27 for the oculus quest so I selecting package>android and everything starts working fine but then I run into the error Exception java.lang.NoClassDefFoundError: Could not initialize class org.codehaus.groovy.vmplugin.v7.Java7 [in thread "Daemon worker"]. I've just changed my android SDK and NDK downloads since I needed to roll back to an older version for it to be supported so I don't know if that has anything to do with it
Some VR updates for Wrench coming along with all the VR code being re-written. Multi grab and hold small parts:
https://www.youtube.com/watch?v=DsmX4Y87QfU
@sly elk that looks really fun!
do I have to plug in a VR device to get the controller inputs, or am I missing an option to tick or enable?
plz help
hey guys! running into a kind of unusual problem. Im testing adding physics constraints to my grip logic and have managed to sucessfully setup a system that works, but only when running though steam vr. If its running through Oculus or OpenXr & oculus it just wont work. Which is strange because the components dont actually directly use any vr component and the ones that are attached to them still follow no matter what plugin is being used. Has anyone run into this kind of issue or could think of a solution?
I have it working with passive glasses, you have to modify the projection matrix of -emulatestereo
put breakpoints on all the places setting AdapterLuid in OpenXRHMD_RenderBridge.cpp
you don't see it with 5.1?
They changed a bunch of code there that probably introduced a bug
hi there, i got this error when trying to package the game
I believe you have to implement input yourself, unless you're using a template that already has it implemented. (project settings input or enhanced input objects)
Actually the problem was I was using grip once instead of motion controller
hey does anybody know how to mirror hands? i was hoping to use my right hand only for tracking both hands in vr
Hi, I'm just starting out on learning Vr in 5.1 and I was wondering if anyone has any good learning resources to help me get started, my overall goal is just to create an environment I made in Cinema 4D into a Vr map in Unreal.
Any way to smooth a bit the VR helmet? Like a Dynamic Average Weight?
I'd like to remove the helmet small jittering when doing a video recording.
Any idea?
Yeah I posted a link to the change set on the forums
I cannot make it break in debug for some reason
The change was last month
Are you on dx12?
yes
I can get it running with SteamVR but not OpenXR
and the controls don't work since they changed the inputs
you can put another camera on a spring arm attached to the headset, render it to a spectator screen and capture that
Thank you.
Yes, this is the way i know too. But it costs a bit too much.
you can reduce the resolution for the hmd if you only need to capture the spectator screen
alternatively, you can override the hmd placement to smooth it out, but that would not feel good (and if you are recording it on, say, quest, you will still likely have some jitter due to reprojection)
Hmm, record on my PC will be the way to do.
Hi all, I am looking for some help.
I am trying to find a way to view (none 360) 3d movies with my vr headset using the unreal media player. I saw a similar feature in bigscreen vr among other applications and was wondering, if this is possible and what i would need to create this in unreal engine as well. Since the vr headset is already doing stereo rendering it should be natural when you are able to split the 2 images in the movie for each eye. I would appreciate any info/help on this topic.
Thanks in advance.
Hello everyone. I hope you're doing well 😉.
I need some help with Unreal engine 5. I'm trying to force VR Pawn to move on some moving platform but have a problem that navigation mesh does not work over it, only on static. Platform is moving but navigation mesh is not. I'll be really appreciated for help
if it's for a one time use to record some implementation, then it should be feasable. just keep a vomit bucket nearby at all times
how do u spawn objects or like trigger them to appear if hidden?
I have a question about replication in the VR. We're using motion controller left and right on which are attached static meshes as hands, it's working normally if player is server but server can't see client moving its hands nor head around. I set MotionControllers to replicate but still nothing. What I should do to replicate hands movement in the VR?
Thanks
Has anyone tried DLSS for UE4 VR and had good results?
No. It didn't seem to improve performance at all and the artifacting was very noticeable. It gave the overall image a fizzy quality that somehow was more distracting than the usual aliasing flicker issues.
I want to try it again though with UE 5.1.
thanks!
I would search for tutorials on YouTube for creating your own VR pawn based on the "character" class instead of the built-in VR Pawn.
You also want to look into setting up teleport to check against static meshes with collision instead of the NavMesh.
I would also consider implementing "sliding locomotion" but this can make some users sick and is a little tricky to set up.
It's all somewhat involved but I think it's worth the time. The included VR Pawn is useful to just look at the code and input setup but I think it's a strange approach for a "default" VR Pawn. It doesn't allow for navigation in a dynamic environment (moving platforms?) which to me is the whole point of VR. This consistently confuses and baffles my students, year after year...
Thanks for your answer. I'll definitely take a look into custom VR Pawn. Now I'm linking pawn to moving object which is not so good I think
motion controllers have replication issues, so you have to get their pos / rot and share that through the server and interp their movement on clients
anyone know of any good websites to upload a high poly model to and get an AR qr code
can you do it on your own hosting?
DLSS is currently borked for VR in UE5.1 at the moment
I've just found out that i have the same problem. Could you please insert any blueprint screenshot, i dont think i follow on your solution 😅
sure
my workaround so far: just try every button and get hovered xDDD
but i've found that I have a combo box 💀
I ended up just on hover setting a reference to what button was hovered and then on "click" use that reference to call a pressed event
nah not like that, hold on I gotta remember where I had all this stuff
in the button widget class I have this interface call to the owning player pawn
and I'm storing that reference like this and also nulling the reference when unhovered
if you have multiple classes of widgets this won't work for you
but I only have one class of button so it worked out for me
well you could make it work if all your interactive widgets were the same base class
but on "click" I call pressed which is a custom dispatcher
this was a rush panic fix btw
Feel you on that one 💀
on the widget button class I just made a dispatcher like this... and I use this to run what should happen when pressed on each button
essentially only using WidgetInteraction to hover things and get button reference, the click is done through this dispatcher
Thanks for your help, i really appreciate it 😊
I guess that i have to try it out. Have a great day
Howdy. Looked all over the internet, with no luck so figured someone here might be able to help.
I'm working on building an app in UE 5.1 to the quest 2 for a research study I'm involved in. The app was buildable to the device using the launch feature in the engine, but suddenly decided that it would pause indefinitely on "Connecting to File Server [USB]" part. I've double checked dev mode is enabled for the computer (verified by installing an apk with side quest).
Can't figure it out why it's hanging for the life of me since it doesn't give any console output to go off of. I know it's a long shot, but if anyone's seen something like that, I would be eternally thankful for any insight!
I figured out what was wrong. And I'm stupid. FYI enabling USB debugging is not enough. Although you can do stuff with sidequest that way, you also need to make sure you've completed the oculus set up for each device. It's obvious, but I missed it so someone else who is on a deadline might as well!
Thanks, I see that Meta/Oculus is still just as annoying as before
I really wish HMD manufacturers would provide a developer or research mode for their headsets
Without all of the handholding
Thanks for replying, is it ok to replicate those variables and RPC to the server, or it's to harsh to be called inside Tick?
hi guys, probably very easy question. im using the vr template and somehow when i press play i dont spawn into the player and also not into the spectator camera but in a camera far away that doesnt exist :S any leads?
omg never mind, I accidentally put a sequencer in my level that would override it.... hope someone can use my mistake as a quick fix 🙂
I think that's the fourth time I've seen that issue and solution pop up haha
I run it on a timer, with non-reliable replication you can choose your update frequency and lerp between poses on clients so it looks smooth. You could even do realtime frequency adjustment so slow moving hands send out less data
@worthy aurora
here is a full networked replicated motion controller pawn setup. It might not be perfect, and other folks here may have more insight, but it works pretty well
the way I get locally controlled on event tick could probably be setup better
If anyone still has a problem with widget interaction component :
https://issues.unrealengine.com/issue/UE-166377
caused by this commit:
https://github.com/EpicGames/UnrealEngine/commit/dad870090760393fc04848f3a680ea121a126069
It was hotfixed in 5.1.1 so you can just get updated release version from epic store and it works like a charm (at least for me) with old-style "on button clicked"
Proper fix will be provided in 5.2 (probably march)
@subtle raft
Thanks for sharing that, it's awesome. I'll recreate something like this and check it out. Thank you very much 🙂
also note that you may want to make a desktop client to test with your vr client so you don't have to wear two vr headsets at once
https://en.wikipedia.org/wiki/Janus
Peak VR Developer
In ancient Roman religion and myth, Janus ( JAY-nəs; Latin: Ianvs [ˈi̯aːnʊs]) is the god of beginnings, gates, transitions, time, duality, doorways, passages, frames, and endings. He is usually depicted as having two faces. The month of January is named for Janus (Ianuarius). According to ancient Roman farmers' almanacs, Juno was mistaken as the...
I noticed an XR Button was added to the Pixel Streaming Infrastructure 5.2 Branch
https://github.com/EpicGames/PixelStreamingInfrastructure
super hyped for this.
The Dev image is structured differently from those before it
ghcr.io/epicgames/pixel-streaming-signalling-server:dev
Interesting, it looks like it'll be a WebXR implementation https://github.com/EpicGames/PixelStreamingInfrastructure/tree/master/Frontend/library/src/WebXR
Oh neat
Thanks for the tip
OpenXR failed to load because module OpenXRHMD could not be found.. trying to launch a fresh VR template on windows gives me this error. What is it ?
[Question] what default RHI is recommended for standalone dev (quest)? I was just using DirectX11 but there is a Vulkan option. I ask because I enabled Vulkan Preview Rendering and it seemed to cause an error: "Family requires Mobile Multi-View, but it is not supported by the RHI and no fallback is available."
@hallow knoll Thanks for the youtube stream, that was super interesting https://www.youtube.com/live/vT1T2unF8EI?feature=share
For this show we'll be celebrating VR week by presenting you with rapid fire tips and tricks about VR development in Unreal Engine that you might not have kn...
Curious about FFR on quest 2 in unreal 5.1 Meta has a branch / plugin. Epic has settings for it in the render settings. It worked great in 4.27, but I've not been able to get it working in 5.1.1
If I want to record the input audio and stream it to a SubMix using the Android lib Oboe; is there any resource, video or doc about it anywhere ? the only thing I found was this post : https://forums.unrealengine.com/t/audio-capture-crashes-on-android-when-using-open-level/512367/5
RE: Links = I can't type in the voice channel so I'm pasting all of the links I'm mentioning here
defvrss
@hallow knoll I've used -emulatestereo in the editor - can you ship a game with that feature and play it on a 3D projector?
Maybe? If the projector can read the exact SBS format that Unreal displays 🤔
Anyone here upgraded there project from ue4 to ue5 5.1 , Project is for Quest 2 and i am seeing lots of FPS drops and widget animations not working, some widget not working correctly.
Any tips, where to look for the problem. Thanks
Pointers: Spline with Material vs Niagara System
I keep going back on forth with this one.
What do other people think about this choice? preferences? I'm using a spline, but perhaps I'm not thinking about all the cool stuff a particle pointer allows?? I see the vr template uses a NS_Laser
I think both are fine but I prefer Niagara because it's have more VFX possibilities
are you doing anything cool with the pointer VFX ?
I whish but no haha. But the juicy stuff are all there in Niagara to be discover 😋
yeah, that was my feeling as well. I implemented both and then wasn't doing anything particularly cool so just default to the spline for guessed-at performance benefits.
If I'm not wrong, Niagara use instance mesh which is quite efficient...
perhaps i'll switch back for the potential of future updates.. I just asked ChatGPT for some interesting Niagara particle beam pointer ideas and it suggested a handful of pretty cool effects..
That a good idea to try chatGPT for that...
Yeah, uses WebXR to obtain device and controller pose + input and sends it back to the UE application
By the way, if you want to see how killer are instance mesh, I did a quick video about it https://youtu.be/u1sHJraQrN8
In this video, I challenge myself to see if Unreal Engine can meet Unity to handle the Physic body for Quest 2 VR. Check out the result and let me know what you think?
Christian Drinkall Unity Test on Quest 2:
https://youtu.be/gjsWsVe8YbY
Brackeys Physic Test on PC:
https://youtu.be/8zo5a_QvJtk
Here is my Test on a PC:
https://youtu.be/hYqjDJ...
Nice I'll check that out right now. thanks
yeah, im using ISM for several objects currently (interactable apples on a tree etc) i didn't know the particle system was integrated with with that system though
Like Alex mentioned in the stream, it's not a WebXR implementation of your game. It's still a desktop application, you can now just stream it to your headset and use WebXR for input
@ what timestamp do they talk about web-xr streaming
1:41:51
sweet thanks
Does it require the project to be in 5.2?
pixel-streaming-signalling-server:dev container wasn't able to serve the player.html page when i checked, how do you grab the missing Public/ folder that used to exist?
Yes, the support for handling xr related input was only added in 5.2+
pixel-streaming-signalling-server:dev container wasn't able to serve the player.html page when i checked, how do you grab the missing Public/ folder that used to exist?
Hmm, interesting bug. May I get you to report that over on the PixelStreamingInfrastructure? I know we've recently gone through a large refactor so this may not work as intended anymore
Thanks ! i'll look into it again and post.
If you use the 5.2 tag, does that one work?
All i see is this
Ah okay. I've found the fix so I'll get a PR up in a jiffy
Whoa whoa, lots of activity in this channel overnight, what's up?
hi, is there any way to stop steamvr and not being force to restart Unreal Engine when you reset steamvr?
(in my case, UE only connects right with steamvr if steamvr is launched before I run the engine)
there was a livestream https://www.youtube.com/live/vT1T2unF8EI?feature=share
For this show we'll be celebrating VR week by presenting you with rapid fire tips and tricks about VR development in Unreal Engine that you might not have kn...
Hi all, I need to build a feature where my mobile-user can change materials in the vr application for the vr-user, by selecting the material in the menu on his mobile phone. Any suggestions how I can go about designing and executing such feature ?
@hallow knoll that was the most useful UE channel video I've ever seen, though I am biased towards vr of course 😅
Good morning, I'm currently looking at a profile from a Quest build and I notice that WaitFrame takes around 10-16ms. We deactivated the OculusVR plugin in favor of OpenXR. Is that WaitFrame time normal or can we do something about that? Unreal 5.0.3
Thanks!
Oh shi, victor and alex
Very excited about the Lyra VR demo project and XR creative framework
Do you know where those two topics are mentioned? (Timestamp?^^)
Uhm, no sorry wasnt paying attention to yhe time, passed half way I think
Hi all! is there any way to stop steamvr and not being force to restart Unreal Engine when you reset steamvr?
(in my case, UE only connects right with steamvr if steamvr is launched before I run the engine)
Was mentioned in the stream, will be in 5.2 I think
Watching it now, the XR Creative Framework gets mentioned at 1:56:51
sooooo..... Reverb G2 or Vive Pro 2?
Hypothetically, If I get a quest 2 do I only need OpenXR and not a Meta account?
anyone know a VR specialist I could ask about headsets? Something better than Quest 2 and more res than Quest Pro. Or do you guys need more info from me?
Ooof, difficult question. I don't think Meta allows you to use a Quest 2 headset without a Meta account, regardless whether it's PCVR or not
It might have changed recently
Do you want to work with a standalone headset or do you want to focus on PCVR?
And the forum post: https://forums.unrealengine.com/t/xr-creative-framework/772455
What is the new framework? The XR Creative Framework is built for OpenXR and enables you to build editor tools for XR devices. It supports stereo rendering, head mounted display pose, motion controller poses and input. It’s designed to be extensible in Blueprints without the need to modify engine code or plugins. Examples of such tools could be...
Can some one help me with this? I am facing the same problem but on UE5 https://www.reddit.com/r/unrealengine/comments/119vuaz/vr_pawn_doesnt_trigger_trigger_boxes_help_427/
I am just trying to touch a mesh with my VR hand and give me a print string as a result
1 vote and 1 comment so far on Reddit
Unity has been steadily updating its XR interaction samples. Has anyone had a chance to poke around with them. Seems like some functionality basics that would be welcome additions to the UE sample, lots of hand tracking interactions, some UI stuff, object manipulation etc. When I first saw it I was hoping it was unreal compatible. https://twitter.com/i/status/1628829261640376322
https://github.com/Unity-Technologies/XR-Interaction-Toolkit-Examples
re the opposite being said at 34:50
The menu seems to spawn and destroy, not just scaled up and down. Specifically in the commented section: “When the reverse timeline finishes, make sure the WIC is returned to its initial hierarchy and destroy ourselves”
Does this change in 5.2 or was it just a misstatement?
does anyone know why when I switch the default VR pawn from a pawn to a character he spawns 6 feet in the air?
check colliders, check your tracking origin (stage / floor etc) - adjust spawn point accordingly
tracking origins are set accordingly, I think its the collider, because the pawn doesnt fall down it just floats
Can someone help me? I want to touch a mesh with my vr controller and give me a print string... I create the BP actor and add a StaticMesh and a sphere collision but is not working 😦
I think pcvr first. That's why I am asking Vive Pro 2 or Reverb G2. No one can seem to give me a pick/choice.
I have a reverb g2 and an index, will be getting a vive pro 2 because wmr is a pain and the reverb controllers suck, vive pro 2 with basestations and index controllers are much more expensive than reverb though
What are basestations for?
I am with Lucid on the hp controllers being not that great. The HMD itself is great tho. In the US the reverb is currently really cheap, so a mixed setup might be viable. HP HMD + index controllers + light houses. (Outside the us go for used models in the <400 $ range)
Basestations are for tracking the headset and controllers
They donthave internal tracking
However steamvr based tracking is the best there is
Where can I get the hmd in the us for cheap?
there were deals on hp itself recently. Since they are discontinueing the product they try to sell the old stock
SteamVR in my opinion is also one of the better runtimes to work with
I have used the reverb with index controllers and it's great when it works, but it frequently breaks and there is a definite performance hit
Got it. Will they come out with something new? I think Vive will
Vive have just launched xr elite, not sure if it's lighthouse trackung
XR Elite is an AIO
vr-compare has a list of current and upcoming hmds with their stats
I used the quest 2, but I feel like it's still missing . I feel like we should me further in the tech
What was missing?
We got that in this server? Nice
vr-compare is an external website
honestly, I recently got to try the quest 2 and for its price and being stand alone, it looked quite nice (did not test it on the pc with cable tho, so no idea how well it scales)
- it being tied to meta is a big nono
Fov was too small. The pixel density should be higher maybe in next gen. I get the blurry a bit too often with the hmd on. And the tracking could be better. And 240 hz when? Lol
Hah then I think no headset will be good at all
It's good on my beefy PC. Steamvr runs amazingly
My kid has a quest 2, it's meta so it's evil, but wireless connection to pc with virtual desktop is really good, especially if you have fast WiFi and a beefy computer to stream at high quality
currently only pimax has 200 Hz at high FOV (240 diag), but also hella expensive
Yes sadly. So I'll try to get closest to that. Imagine lumen and nanite on vr tho!!!
also if that refresh holds at the high fov might be questionable
Note that when you do PCVR with those headsets, you don't get all features that the headset has
Like what?
Get a varjo xr 3, bargain at €6,499
I'm speaking from experience with a Vive Focus 3. So the PCVR is just the headset sending tracking data to the PC and the PC sending a video stream to the headset
Ur hilarious
I lose the ability for example to activate the passthrough, or use its passthrough overlay options
From a dev point of view I mean
You can manually activate the passthrough on hte headset, but I'm not able to activate it with a script or something
I really don't understamd why we haven't seen a dedicated passthrough button on controllers, would be such a useful quality of life feature
Im new to vr so I forgot what the passthrough is
Vive Focus 3 has that, you can double tap the menu button on hte right controller or the headset button twice to atcivate passthrough
Looking through the display into the real world
Passthrough is the external camera feed
Basically faked AR
Thaaat feature. Idk if I like that yet
It's Saturday morning so my head is not really in dev mode so I can't immediately think of anytying rn
why am i even on this channel right now
I prob should sleep...
It is there to stop you from crossing your playspace borders. Stops the game and shows you if you are in danger of hurting yourself
wmr has torch on or something as a voice command for the controllers
It's just poor quality on most headsets so far xr 3 has 12 megapixel colour passthrough with lidar depth sensor, when that sort of thing comes down in price a lot of possibilities will open up
High quality passthrough is pbly a waste of resources on a true vr headset. For mixed vr / ar applications it shines.
As a dev you generally don't get access to hte passthrough image data so you can't use it
serious gaming/ real life applications are going to be great. Imagine showing a house/flat with the customer being able to drop in furniture
also once vr becomes normalized, the prices might be lower
I have a zed stereo camera I tried with the index, there's a demo where I had the solar system floating in my living room and the planets being occluded when they went behind my large recliner chair
Going back to the question about headsets and which one
I would go for an all-in-one headset as that's what the market is going for nowadas
Does anyone have any experience with the Pico headset ecosphere?
No, thought about it, there were issues with the software initially not following openxr standards well, but they might have been resolved
according to an article from 16th feb, they are fully compliant now
I know the Quests are not bad, are well supported and are seeing active development, but it's Meta.
HTC Vives are kinda awkward. Not bad headsets but the support isn't that good and it has a smaller community. Which is weird because Vive Focus 3s are kinda THE B2B headset at the moment.
Pico I've never worked with. On paper they look great and affordable but I haven't heard much about them
What runtime do the HP Reverbs run? WMR?
Yes, and a buggy middle layer with steamvr
Still????
honestly I run it on openxr if possible
Microsoft just fired most of their vr people so might get even worse
lmao, so the flow goes HMD -> WMR -> SteamVR -> OpenXR -> UE?
Well, for ue you could just go straight wmr to ue
HMD-> OpenXR for WMR -> UE
But if you use index controllers it would be
And even another layer for nergin inside out and lughthouse tracking space
Merging
Ahh VR, what a wonderful place
growing pains, still a rather new technology
Are those the knuckles?
Yeah
Oh they are absolutely wonderful
I'm curious how the etee controllers are in comparison
Hmm, they look good but they require Lighthouse tracking it looks like?
not sure. they have the steamvr version as well as a "pen" version.
Very confusing
*pen only has 3 DoF vs steamVR 6 DoF, so they pbly have no location tracking just rotation
Ahh right
Ahhh, final rant before I close off and enjoy my weekend
Why don't manufacturers open up some of their stuff more. Like Valve did with SteamVR and we're getting thirdparty trackers and controllers
Wouldn't it be nice to know how Quests tracked their controllers so we could develop external trackers to attach to objects for example
closed eco system -> you got the control. Everyone wants to be apple
reason WMR uses visible light vs infrared is because meta has the patent and does not like to share
I understand and I see the sense, but it's just disappointing
anyways have good weekend everyone!
You as well.
I just switched the default vr pawn from a pawn to a character and now it spawns like 5 feet in the air, does anyone know why? :(
Did you check your capsule collider?
Under the collider are the collision presets -> check if removing Block on WorldStatic fixes the issue
ill check
All the collision presets are still defaulted as pawn, should I change them?
Switch to Custom and set them all to ignore. if you fall through the ground turn on world static to block
will do
if I disable all I fall thought the terrain and if I check word static on it spawns 5 feet in the air
I fixed it, I just increased the capsule height
it was set to 1
I changed it to 2 idk why it fixed it
height or zscale?
I think the better approach would be to add the character movement controller and the capsule collider to the VRPawn instead of reparenting. This way you keep the DefaultSceneRoot
I made a vr pawn from scratch and I hate the same problem
I changed this from the default VR pawn, but I made a new one from scratch and still have the same issue where I spawn floating
there is the vr expansion plugin (vreue4.com). On PlayerSpawn they actually change the spawn transform:
From the comment:
/**
- A normal player start except I replaced the root component with a scene component so that the spawn
- transform will match our VR characters.
*/
Root is the first component in the list. Basically its the reference point for all the other components (hence root)
Here in this image the Root is VRRoot Reference
If i click on the small arrow on the left, all children are collapsed
so in this case the root component would be the capsule component (Collision Cylinder) right?
yes
how do you replace the root component with a scene component though?
drop it onto the root
Note that the vr expansion plugin does it in c++ code, not blueprint. So the parent class is already set up. EDIT: It is also free and has a nice video tutorial guide. For starting out you might want to check it
I tried getting the vr expansion plugin but I got an error and it wont work
I decided to start from scratch so I would learn how to make it on my own
(it is not going well)
😔
starting from 0 to vr is going to be an uphill fight
I can feel it already
might start with learning blueprints and the engine before going vr
To be honest, the VRExpansion plug-in can be kinda overwhelming too
if you need to figure out how things work
oh no like know some BP, its just vr is... all together different
just the character setup is a pain
Have you looked at the VRTemplate?
im using the VR template
I made the VRPawn from a Pawn to a character and it messed everything up
so now im reverse engineering it
pawns and good for teleporting but I think characters are better for smooth locomotion
can I override gradle settings at the project level?
I noticed that in my intermediate generated files some of my gradle stuff is forcing my min sdk to 30, but I need to build below that for oculus quest
Anyone experiencing VR issues in Unreal Engine 5.1.1. Since upgrading from 5.1 I'm getting weird artefacts and flashing in the right eye only? Something to do with transparent materials? Anyone who can help let me know. Thanks. John.
Hi guys, has anybody come across an issue where addinng the Oculus Hand Component to a Pawn stops the game from launching when deployed to the HMD. everything works fine until I add that component.
UE5.0.3
Using legacy Oculus SDK
Project set to Hands Only
Oculus VR and XR plugins enabled.
Game deploys to HMD and says "Running" but all I get is a black screen.
Does anyone have any resources on using openvr's getcomponentstate to get hand grip/aim offsets? I'm using it as i'm on 4.27 still and openxr has a few issues still that i need to keep using steamvr. Anyway, the offset transform i'm getting back are making no sense and was hoping to get a bit of advice or pointers on what i might be doing wrong.
Are you running Nanite or Lumen?
Is this with regards to hand tracking?
Thank you! I had already removed Nanite. However, after your suggestion I checked my lighting settings and changed both Reflection method and Global illumination to None. They were both set to Screen Space Beta. This fixed it!
I take it back. It has nothing to do with Reflection method (just Global illumination). I set Reflection method back to Screen Space and it's fine. You wouldn't happen to know what the best settings for these two are for VR in 5.1.1? Either way, thanks again. I've been trying to get it looking nice for ages. This has fixed multiple large and subtle display issues in VR for me.
no, i wanted to get the handgrip + aim rotation in an agnostic way, ue4's steamvr plugin doesn't seem to expose such functunality so i had to dive into openvr and figure it out. the transforms weren't wrong, it was my interpretation of how they worked. the rotation for handgrip was pointing the 'up' direction away from the controller which i was confused about, instead of being in line with the controller, but it makes sense because if you wanted to bind something orientated along the controller you'd need that rotation. since i just wanted to put the thing in my hand at that spot, i could just discard the rotation it provided.
Alright cool!
"the transforms weren't wrong, it was my interpretation of how they worked. " I'm sorry, but my interpretations are always correct. it's the implementation that's always wrong and don't conform to my reality. (/s)
@surreal bane the issue with a character is that the tracked devices move in relative space and are children of the root component of the character which moves in world space.
if you want to sync them up so that the character moves when the tracked devices do. You either need to counter the HMDs motion and apply it to the character (a bit finicky in BP to do in a multiplayer compatible way). Or run the HMD outside of the character and have the character move to it
in c++ you have more control as you can directly override alot of the behavior of the tracked devices (to a point)
if you need literally "just" smooth locomotion, its fairly easy to hand code into the base pawn
the character only really comes into play if you want a pre-fabbed and replicated complex motion system
what I did was I created a scene component and added the camera and the motion trackers and moved it to the floor, that seemed to fix the tracking, but now it cant move
I was trying to make smooth locomotion and add other things so thats why I thought making a character would be more convenient
its not multiplayer or anything, just a small thing
@surreal bane the component that locomotion is based off of (the capsule) doesn't follow the HMD which is the issue
collision during locomotion would be offset
ohhh
if you don't need collision (or gravity) anyway
then its super simple to just script movement
and even gravity is super easy to self implement
or collision for that matter
right thanks for all the info
character is a ton more advanced than a lot of VR games need tbh
im kind of a newbie and BP so I thought that making a character would just make it easier to implement things like inventory and health and all that stuff
Hey guys!
I have a PC/VR project going on, in which in unreal preview mode works ok... but when I build to have a .exe for windows, when it starts, my camera is on the floor and never leaves the floor no mather what i do..
In the previous versions - that used controllers - preview and build work great.
In this version, I'm using handtracking - preview works great, but in the built project, hand tracking also works perfectly, but the camera/my pawn doesnt leave the floor.
Any Idea on what It's going on?
Your GameMode settings are all correct?
In the packaged build, do you have a main menu you go through or do you immediately launch the level?
You don't have a sequence somewhere that's overriding the camera view?
Just spitballing here
Using the exact settings setup as previous versions, the only thing that is different is that instead of using controllers, im using handtracking.
It immediatly launches the level, no menus yet
Despite the few sphere overlaps I have around my camera (that were already there in previous versions)... I'm setting tracking origin to stage for my needs, but the floor setting has the same issue.
nothing else, at least that I can recall is messing with my camera - is as default as default can be
Also worth mentioning, that I have a teleport system that works by doing a gesture, and it's not teleporting when Im on the floor..
I have a couple VRPawn blueprints, but I made sure that I'm using the correct blueprints and respective classes and whatnot
The handtracking works, and a few couple other things like an fps counter and grab system that is runnign inside the vrpawn blueprint
Ok my thinking is, tracking seems to be working, possibly even your head tracking as well
if you attach a cube to your hmd's position you might see it move
But for some reason its usign the wrong camera
Attached a cube in my camera, right in front of my eyes.. built the project
the cube is still there
so, it is the right pawn and theres no game modes issues whatsoever
😕
is your pawn camera set to lock to hmd?
Yes, it is
Do you have a navmesh?
I do and it's working normally
What runtime?
I'm using a Quest 2, so OpenXR
I had this issue with a reverb g2 with index controllers running steamvr, which is a glitchy setup, but wmr with g2 controllers worked fine
Wired?
Yes
I run a previous version of the project that is using controllers and runs fine too.
This version uses hand tracking and this happens. Literally the only difference betwen versions
Doesn't hand tracking use occulus specific openxr extension plugibs because they're not fully openxr compliant yet? Or did I dream that
Yh they use their MetaXR plugin, but I've been working with it for other projects, also full hand tracking, and they run well - either standalone and OC/VR
Anyway, could be a wild goose chase, I haven't tried the quest with ue yet, and runtime might not be relevant
Yh. It's a bit facepalming actually, because I'm running a default setup, which only change is removing controllers and puttings hands instead. Which works seamlessly everywhere else
Have you got scale set to metres?
Hello! If I wanted to test out my app on the quest 2/pro, do I need to publish it to the Oculus App Lab? Obviously, I can test it by previewing it on unreal but I want to see the performance as stand alone. Thank you.
Also yes
nevermind. figured it out.
Ok, can't think of anything else atm, would be interested if you figure it out though, have come across others having the same problem
HI! Have you set "start in VR" in the project settings?
are there any console commands like "enable stereo" or "enable HMD"?
vr.bEnableStereo
Oh, that was a question in response. Oh well, leaving it here in case anyone finds it useful 🤷
It's helpful, I didn't remember it at the time
Far shot, but have you checked your build's logs
Never heard of such setting, so far I haven't to check or uncheck nothing with that name for my previous versions, I'll try when I'm back at the desktop
Ty! I'll check it as soon as I can
Only errors I was able to spot were material related, and the same I had with previous working versions